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#19461 |
Archaeologist
Join Date: Aug 2016
Location: Italia
Posts: 1,108
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How do I avoid that ugly effect on the logo and fonts, where you can see a "non-anti-aliased" black border?
![]() It changes on/off depending on where the camera moves... |
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#19462 |
Archaeologist
Join Date: Jul 2016
Location: Italy
Posts: 1,421
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^it's a renderer bug I think
Do you have any Layer= script lines on the title? If so get rid of them ![]()
__________________
"Everybody lies, no exceptions." |
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#19463 |
Archaeologist
Join Date: Aug 2016
Location: Italia
Posts: 1,108
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#19464 |
Archaeologist
Join Date: Aug 2016
Location: Italia
Posts: 1,108
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I have a chase in a wall where Lara is supposed to crawl into. She does, but when she crawls out (from back) slowly, and she grabs the ledge, she gets buggy and stands on her feet -inside- the crawlspace. It prevents her to exit...
It happened to me also other times, but I haven't figured out how to avoid it and what are the common structural cases when it happens... To avoid it always. |
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#19465 |
Explorer
Join Date: Jan 2006
Location: Somewhere, somehow
Posts: 990
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Does this happen every time or only in this particular chase?
If every time, could be something with your Lara animations. If only in this instance probably some error in the room. |
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#19466 |
Archaeologist
Join Date: Aug 2016
Location: Italia
Posts: 1,108
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Only in that chase... It's irregular because it's like a broken part, it's not a "squared" chase, maybe this is the why...
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#19467 |
Explorer
Join Date: Jan 2006
Location: Somewhere, somehow
Posts: 990
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Try to adjust the shape a bit, maybe that should fix it.
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#19468 |
Archaeologist
Join Date: May 2001
Location: Hamburg, Germany
Posts: 1,208
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"Chase" as used here has a specific technical sense in engineering; to avoid confusion it would have been better to simply call it a crawlspace, as that's the term commonly used in levelediting.
As to the problem itself: the irregular shape of the crawlspace may be a contributing factor, but I suspect that the core of the problem lies with faulty room connections. Check the elevation of the relevant rooms and see if they match up properly. Perhaps you raised or lowered some sectors after you've connected the rooms, resulting in such faulty connections. |
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#19469 |
Archaeologist
Join Date: May 2010
Posts: 1,087
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My findings are that this bug of Lara teleporting back to the middle of the crawlspace happens most commonly with triangulated tiles. Don't ask me why, it's some weird engine fault that I haven't been able to track down yet.
The solution is "simple", though it imposes some limitations in terms of geometry, i.e. the slope has to be non-triangular. It can slope in any direction, it just can't be split in half ![]() |
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#19470 |
Archaeologist
Join Date: Aug 2016
Location: Italia
Posts: 1,108
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Thanks a lot to everyone, yes the geomerty has tiles splitted in 2 triangles, and there are no faulty connections. I'll reshape it with these indications, thanks!!!
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